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Portfolio — Liam Jones

ICKUMA

Game Designer

Level Designer

Developer

UX / UI Design

View Work →
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Games

Portal Fantasy
Level Design Melon Cube Studios

Portal Fantasy

A casual pixel-art creature-collecting RPG blending an epic storyline with modern twists on classic genre mechanics.

  • Full level design in Tiled, from concept to final polish
  • Puzzle prototyping and spatial flow iteration
  • Game content via JSON, lighting, sound, QA
Moo Moo Move
Game Design Development Mochi Mode

Moo Moo Move

Casual arcade game co-developed at Mochi Mode. Won Tranzfuser 2017 funding. Released on Steam 2019.

  • Core mechanic design and initial prototype
  • Player controls, avoidance AI, technical art
  • Android build, Steam API, marketplace release
Prospector
Game Design Level Design Bootleg Games

Prospector

Alien exploration built in UE4 with Bootleg Games. Ferrofluid-inspired shaders, puzzle design, atmospheric level work.

  • Core mechanics, player abilities, level design
  • Sand shader and UE4 physics-based materials
  • Lighting, atmosphere, sound, particle effects
Hustle Heroes
Game Design Development Mochi Mode

Hustle Heroes

Competitive co-op arcade adventure prototype built in 3 weeks. Touch controls, procedural environments, pixel dissolve VFX.

  • Full prototype from scratch in 3 weeks
  • Swipe controls, character physics, proc-gen
  • Pixel deconstruction dissolve effect system
Hop Don't Drop
Game Design Level Design

Hop Don't Drop!

Alice in Wonderland 3D platformer. Won 1st place at The Copper Pixel game jam. One of my first Unreal Engine projects.

  • Solo design and development under jam conditions
  • Blueprints controls, level layout, difficulty curve
  • 1st Place — The Copper Pixel
Dejected
Narrative Design Level Design Development

Dejected

Atmospheric UE4 horror project focused on emotional player influence through space, light, sound, and pacing.

  • Level design, atmosphere, lighting and VFX
  • 3D sound, puzzle design, cutscene sequences
  • Horror methodology through spatial design

About

I'm Liam Jones, a game designer and level designer working under the handle ICKUMA. I design games that feel intentional, where every mechanic, level, and moment of friction exists for a reason.

I got into games the way a lot of designers probably did: a childhood spent playing them turned into a curiosity about how they worked, and that curiosity never really left. That path took me through a Diploma in Art and a Master's in Game Design, both at the University of South Wales.

I've shipped games across a range of contexts: the Tranzfuser-funded Moo Moo Move on Steam, released under Mochi Mode, a studio I co-founded, alongside level design on Portal Fantasy with Melon Cube Studios, indie titles with Bootleg Games, and several game jam projects where I placed first.

My background spans design, programming, and technical art. I care about the overlap between how something is designed and how it's built. My primary engine is Unreal Engine, with experience in Unity, Tiled and Godot.

Disciplines & Tools

Level Design
Gameplay Design
Systems Design
Narrative & Horror Design
Rapid Prototyping
Unreal Engine
Tiled / Godot / Unity
Blueprints / Technical Art
Lighting & Atmosphere
QA & Bug Testing

Contact

awaiting signal
IckumaDigital@gmail.com